Merge
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0aa46bb013
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@ -202,7 +202,8 @@ void main()
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#endif
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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vec3 gamma_diff = linear_to_srgb(diffcol.rgb);
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vec3 gamma_diff = diffcol.rgb;
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diffcol.rgb = srgb_to_linear(diffcol.rgb);
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#endif
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#if HAS_SPECULAR_MAP
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@ -280,20 +281,17 @@ void main()
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final_da = min(final_da, 1.0f);
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final_da = pow(final_da, display_gamma);
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col.rgb = (col * 0.5) + amblit;
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col.rgb = amblit;
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float ambient = min(abs(final_da), 1.0);
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0-ambient);
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col.rgb *= ambient;
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col.rgb = col.rgb + (final_da * sunlit);
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col.rgb *= min(ambient, max(shadow,0.3));
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col.rgb += (final_da * sunlit);
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col.rgb *= gamma_diff.rgb;
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float glare = 0.0;
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if (spec.a > 0.0) // specular reflection
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@ -315,6 +313,7 @@ void main()
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col += spec_contrib;
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}
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vec3 post_spec = col.rgb;
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col = mix(col.rgb, diffcol.rgb, diffuse.a);
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@ -337,6 +336,8 @@ void main()
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col = atmosFragLighting(col, additive, atten);
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col = scaleSoftClipFrag(col);
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vec3 post_atmo= col.rgb;
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vec3 npos = normalize(-pos.xyz);
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vec3 light = vec3(0,0,0);
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@ -353,18 +354,24 @@ void main()
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col.rgb += light.rgb;
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vec3 post_lighting = col.rgb;
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glare = min(glare, 1.0);
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float al = max(diffcol.a,glare)*vertex_color.a;
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//convert to gamma space for display on screen
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col.rgb = linear_to_srgb(col.rgb);
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vec3 post_srgb = col.rgb;
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#ifdef WATER_FOG
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vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al));
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col.rgb = temp.rgb;
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al = temp.a;
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#endif
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//col.rgb = post_lighting;
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frag_color.rgb = col.rgb;
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frag_color.a = al;
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@ -49,8 +49,8 @@ uniform int sun_up_factor;
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float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
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{
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stc.xyz /= stc.w;
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stc.z += shadow_bias * bias_mul* 2.0;
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stc.x = floor(stc.x*shadow_res.x + fract(stc.y*pos_screen.y*pos_screen.x))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
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stc.z += shadow_bias * bias_mul * 2.0;
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stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
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float cs = shadow2D(shadowMap, stc.xyz).x;
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float shadow = cs * 4.0;
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@ -90,7 +90,9 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
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vec3 shadow_pos = pos.xyz;
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vec3 offset = abs(light_dir.xyz) * (1.0 - dp_directional_light* 0.8);
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vec3 offset = light_dir.xyz * (1.0 - dp_directional_light);
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shadow_pos += offset * shadow_offset;
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vec4 spos = vec4(shadow_pos.xyz, 1.0);
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@ -109,7 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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float w = 1.0;
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w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap3, norm, lpos, 4.0, pos_screen, light_dir)*w;
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shadow += pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w;
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weight += w;
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shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
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}
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@ -121,7 +123,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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float w = 1.0;
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w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
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w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
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shadow += pcfShadow(shadowMap2, norm, lpos, 2.0, pos_screen, light_dir)*w;
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shadow += pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w;
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weight += w;
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}
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@ -153,6 +155,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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{
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return 1.0f; // lit beyond the far split...
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}
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shadow = min(dp_directional_light,shadow);
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return shadow;
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}
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@ -90,17 +90,16 @@ void main()
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vec4 norm = texture2DRect(normalMap, tc);
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float envIntensity = norm.z;
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norm.xyz = getNorm(tc); // unpack norm
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float da_sun = dot(norm.xyz, sun_dir.xyz);
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float da_moon = dot(norm.xyz, moon_dir.xyz);
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float da = (sun_up_factor == 1) ? da_sun : da_moon;
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da = clamp(da, 0.0, 1.0);
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da = pow(da, global_gamma + 0.3);
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vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
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float da = dot(norm.xyz, light_dir.xyz);
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da = clamp(da, 0.0, 1.0);
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vec4 diffuse = texture2DRect(diffuseRect, tc);
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vec3 col;
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float scol = 1.0;
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float bloom = 0.0;
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{
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vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
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@ -108,9 +107,13 @@ void main()
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vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
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scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3));
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float scol = max(scol_ambocc.r, diffuse.a);
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scol = max(scol_ambocc.r, diffuse.a);
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float ambocc = scol_ambocc.g;
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float final_da = da;
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final_da = min(final_da, scol);
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final_da = pow(final_da, global_gamma + 0.3);
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vec3 sunlit;
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vec3 amblit;
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vec3 additive;
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@ -118,18 +121,17 @@ void main()
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calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
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float ambient = da;
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float ambient = min(da, 1.0);
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ambient *= 0.5;
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ambient *= ambient;
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ambient = (1.0-ambient);
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ambient = min(1.0 - ambient,max(scol,0.3));
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vec3 sun_contrib = sunlit * final_da;
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col.rgb = amblit;
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col.rgb *= min(ambient, max(scol, 0.5));
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col += sunlit * da * scol;
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col *= diffuse.rgb;
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col.rgb *= ambient;
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col.rgb += sun_contrib;
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col.rgb *= diffuse.rgb;
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vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
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@ -165,9 +167,6 @@ void main()
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col = fogged.rgb;
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bloom = fogged.a;
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#endif
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//col.rgb = vec3(scol);
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//col.rgb = vec3(da * scol);
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}
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frag_color.rgb = col;
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frag_color.a = bloom;
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@ -838,20 +838,10 @@ void LLFloaterEditExtDayCycle::onCloneTrack()
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args.append(track);
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}
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if (populated_counter > 1)
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if (populated_counter > 0)
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{
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doOpenTrackFloater(args);
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}
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else if (populated_counter > 0)
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{
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for (U32 i = 1; i < LLSettingsDay::TRACK_MAX; i++)
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{
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if ((!mEditDay->isTrackEmpty(i)) && (i != mCurrentTrack))
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{
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onPickerCommitTrackId(i);
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}
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}
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}
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else
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{
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// Should not happen
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@ -8497,8 +8497,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
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shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
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shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
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shader.uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, mSunDiffuse.mV);
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shader.uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV);
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LLEnvironment& environment = LLEnvironment::instance();
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shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
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shader.uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, environment.getCurrentSky()->getSunMoonGlowFactor());
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if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
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{
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@ -8591,6 +8595,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
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mTransformedSunDir.set(tc.v);
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glh::vec4f tc_moon(mMoonDir.mV);
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mat.mult_matrix_vec(tc_moon);
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mTransformedMoonDir.set(tc_moon.v);
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gGL.pushMatrix();
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